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Fixed tiles around unguarded objects -> denser zones, less misplaced guards.
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@@ -619,8 +619,8 @@ bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength,
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//will be set during initialization
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guard->putStack(SlotID(0), hlp);
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logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
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% amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
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//logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
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// % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
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placeObject(gen, guard, pos);
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@@ -1434,7 +1434,8 @@ bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object,
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else //allow no guard or other object in front of this object
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{
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for (auto tile : tiles)
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gen->setOccupied (tile, ETileType::FREE);
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if (gen->isPossible(pos))
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gen->setOccupied (tile, ETileType::FREE);
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}
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return true;
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